Do you have an example that renders a mesh from the collada format? I’m using opengl and C#, but directx would be helpful too.
Or maybe, if you don’t have that you can help with a simple question.
I want to write an implementation in C#, and I’m having trouble trying to figure out a deterministic way of rendering a mesh from the collada format.
I’m looking at the cube.dae file.
I can see that there is a “mesh” tag (/COLLADA/library/geometry/mesh) that includes several child source tags. Since the “id” attribute is not deterministic (just has to be unique, but doesn’t necessarily have to be meaningful), how do I figure out from the give data which source node contains “position” data, and which source node contains the “normal” data.
I sent an email and recieved a great response back. I’ll post it here in case others have this question. – Thanks.
On Mon, 2005-10-17 at 18:01 -0700, BRAD SNOBAR wrote:
> I can see that there is a “mesh” tag (/COLLADA/library/geometry/mesh)
> that includes several child source tags. Since the “id” attribute is
> not deterministic (just has to be unique, but doesn’t necessarilly
> have to be meaningfull),
That’s right; id attributes are used for referencing as URI fragments.
> how do I figure out from the give data wich source node contains
> “position” data, and which source node contains the “normal” data.
Each <input> semantic attribute indicates what to use the value of that
source for when collating primitives from the streams.
A good example of source code to review is the Maya plugin on
sourceforge.
http://sourceforge.net/project/showfile … _id=150052
Regards,
Marcus